LCOV - code coverage report
Current view: top level - core/animations/states - LegsCrouchRunAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 43 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/LegsCrouchRunAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsCrouchAnimationState.hpp"
       4              : #include "core/animations/states/LegsCrouchRunBackAnimationState.hpp"
       5              : #include "core/animations/states/LegsStandAnimationState.hpp"
       6              : #include "core/animations/states/LegsFallAnimationState.hpp"
       7              : #include "core/animations/states/LegsRunBackAnimationState.hpp"
       8              : #include "core/animations/states/LegsRunAnimationState.hpp"
       9              : #include "core/animations/states/LegsJumpAnimationState.hpp"
      10              : #include "core/animations/states/LegsProneAnimationState.hpp"
      11              : 
      12              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      13              : 
      14              : #include "core/entities/Soldier.hpp"
      15              : #include "core/physics/Constants.hpp"
      16              : 
      17              : namespace Soldank
      18              : {
      19            0 : LegsCrouchRunAnimationState::LegsCrouchRunAnimationState(
      20            0 :   const AnimationDataManager& animation_data_manager)
      21            0 :     : AnimationState(animation_data_manager.Get(AnimationType::CrouchRun))
      22            0 :     , animation_data_manager_(animation_data_manager)
      23              : {
      24            0 : }
      25              : 
      26            0 : std::optional<std::shared_ptr<AnimationState>> LegsCrouchRunAnimationState::HandleInput(
      27              :   Soldier& soldier)
      28              : {
      29            0 :     if (soldier.control.prone) {
      30            0 :         return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
      31              :     }
      32              : 
      33            0 :     if (!soldier.control.down) {
      34              :         auto maybe_running_animation_state =
      35            0 :           CommonAnimationStateTransitions::TryTransitionToRunning(soldier, animation_data_manager_);
      36            0 :         if (maybe_running_animation_state.has_value()) {
      37            0 :             return *maybe_running_animation_state;
      38              :         }
      39              : 
      40            0 :         if (soldier.on_ground) {
      41            0 :             return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
      42              :         }
      43              : 
      44            0 :         return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      45            0 :     }
      46              : 
      47            0 :     if (soldier.control.jets && soldier.jets_count > 0) {
      48            0 :         if (soldier.on_ground) {
      49              :             auto maybe_rolling_animation_state =
      50              :               CommonAnimationStateTransitions::TryTransitionToRolling(soldier,
      51            0 :                                                                       animation_data_manager_);
      52            0 :             if (maybe_rolling_animation_state.has_value()) {
      53            0 :                 return *maybe_rolling_animation_state;
      54              :             }
      55            0 :         }
      56              : 
      57            0 :         return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      58              :     }
      59              : 
      60            0 :     if (!soldier.control.left && !soldier.control.right) {
      61            0 :         return std::make_shared<LegsCrouchAnimationState>(animation_data_manager_);
      62              :     }
      63              : 
      64            0 :     if (soldier.control.right && soldier.direction == -1) {
      65            0 :         return std::make_shared<LegsCrouchRunBackAnimationState>(animation_data_manager_);
      66              :     }
      67              : 
      68            0 :     if (soldier.control.left && soldier.direction == 1) {
      69            0 :         return std::make_shared<LegsCrouchRunBackAnimationState>(animation_data_manager_);
      70              :     }
      71              : 
      72            0 :     return std::nullopt;
      73              : }
      74              : 
      75            0 : void LegsCrouchRunAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
      76              : {
      77            0 :     soldier.stance = PhysicsConstants::STANCE_CROUCH;
      78              : 
      79            0 :     if (GetSpeed() > 2) {
      80            0 :         soldier.particle.velocity_.x /= (float)GetSpeed();
      81            0 :         soldier.particle.velocity_.y /= (float)GetSpeed();
      82              :     }
      83              : 
      84            0 :     if (soldier.on_ground) {
      85            0 :         if (soldier.control.right && soldier.direction == 1) {
      86            0 :             glm::vec2 particle_force = soldier.particle.GetForce();
      87            0 :             soldier.particle.SetForce({ PhysicsConstants::CROUCHRUNSPEED, particle_force.y });
      88            0 :         } else if (soldier.control.left && soldier.direction == -1) {
      89            0 :             glm::vec2 particle_force = soldier.particle.GetForce();
      90            0 :             soldier.particle.SetForce({ -PhysicsConstants::CROUCHRUNSPEED, particle_force.y });
      91              :         }
      92              :     }
      93            0 : }
      94              : } // namespace Soldank
        

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